New Strategy: Industrial Powerhouse

I'm pleased to announce a new strategy called "Industrial Powerhouse" is now available for a limited time!

Industrial Powerhouse gives you cheaper Buildings and Mechanized units at the cost of weakened Human units and overall Defence.

The original concept for this is by Sultan of Swing, who said the following in his proposal:

अवतरण:

The idea behind this is comes from the Industrial Revolution that swept through Europe beginning in the 19th century and continued through America in the 20th century. Drawing inspiration from the concept of mass production as was applied by Henry Ford in Detroit in the 20th century, mass production allowed for cars such as the Model-T to be produced much more cheaply than before. For this strategy, I drew on this concept by making all non-human units slightly cheaper, but not entirely to the level of the Imperialist strategy. This strategy would complement the buildings addition, and could encourage their use and production outside of the measly -30 unit cost of Imperialist. However, with boost comes nerf. As was common highly industrialized nations, humans were now a commodity, and living conditions were not great. Thus, some nations began to have to raise salaries for their army to maintain army loyalty. By increasing human unit cost and decreasing produced units cost, the player will be encouraged produce more industrial units and increase the size of their cities through buildings. On top of this, mass production decreased the quality of product compared to the older domestic hand-made production system. This would prove to be a very strong lategame strategy, yet weak early in a similar way to HW or GW.

Industrial Powerhouse will be available until May 20, 2019. So give it a try!

Credits:
Original concept: Sultan of Swing
Artwork: Garde
Testing and refinement: The atWar Implementors Team

A reminder to scenario players -- if you are concerned about strategies effecting the balance of your scenario, don't forget there is a "disable strategies" option you can use when starting a new game. In fact, "disabled strategies" is now a new and improved MULTI-SELECT box. You can disable one strategy, multiple strategies, or all strategies if you want.

As always, please post your feedback about Industrial Powerhouse and any if needed adjustments can be made along the way.

The main thing we need to look for in the coming weeks is how buildings effect everything, something like the Fortification can be truly groundbreaking if abused. Do give us as much feedback as you can and be sure to test the strat thoroughly before coming to conclusions!

This strat is way too weak but w/e id rather have weak strats than op strats

i would have preferred gardes recon strat though

Maybe we'll see that eventually

On the subject of IP: Some people have told me it's OP, some have said it's underwhelming. Like I keep saying: Play this in a few 3v3s and open your mind a bit with it. IP is very easy for someone who played in slower formats to understand, a lot of you guys who started playing competitively in 2016/17 aren't used to turtling like this; Iron Fist was the epitome of the meta at one point, and old Imperialist with 0 cost Militia was slow too when played competitively (do bare in mind we had different picks and more starting cash typically as well). Anyhow, a rework of some of the worse Buildings is necessary soon. Once a few of them are solved, you'll see this strategy blossom more; I would recommend the strategy stick around for more than a month, though.

This strat is way too weak but w/e id rather have weak strats than op strats

i would have preferred gardes recon strat though

Maybe we'll see that eventually

On the subject of IP: Some people have told me it's OP, some have said it's underwhelming. Like I keep saying: Play this in a few 3v3s and open your mind a bit with it. IP is very easy for someone who played in slower formats to understand, a lot of you guys who started playing competitively in 2016/17 aren't used to turtling like this; Iron Fist was the epitome of the meta at one point, and old Imperialist with 0 cost Militia was slow too when played competitively (do bare in mind we had different picks and more starting cash typically as well). Anyhow, a rework of some of the worse Buildings is necessary soon. Once a few of them are solved, you'll see this strategy blossom more; I would recommend the strategy stick around for more than a month, though.

but it's not that players from 16/17 don't know how to slow roll or turtle. its just that there are strats that outperform this one by a long shot in both aspects.

This strat is way too weak but w/e id rather have weak strats than op strats

i would have preferred gardes recon strat though

Maybe we'll see that eventually

On the subject of IP: Some people have told me it's OP, some have said it's underwhelming. Like I keep saying: Play this in a few 3v3s and open your mind a bit with it. IP is very easy for someone who played in slower formats to understand, a lot of you guys who started playing competitively in 2016/17 aren't used to turtling like this; Iron Fist was the epitome of the meta at one point, and old Imperialist with 0 cost Militia was slow too when played competitively (do bare in mind we had different picks and more starting cash typically as well). Anyhow, a rework of some of the worse Buildings is necessary soon. Once a few of them are solved, you'll see this strategy blossom more; I would recommend the strategy stick around for more than a month, though.

but it's not that players from 16/17 don't know how to slow roll or turtle. its just that there are strats that outperform this one by a long shot in both aspects.

and there are strats that outperform HW by a long shot (Universali you have permission to shoot me for saying that ), there are strats that outperform RA, there are strats that outperform GW, there are strats that outperform SM...

This strat is way too weak but w/e id rather have weak strats than op strats

i would have preferred gardes recon strat though

Maybe we'll see that eventually

On the subject of IP: Some people have told me it's OP, some have said it's underwhelming. Like I keep saying: Play this in a few 3v3s and open your mind a bit with it. IP is very easy for someone who played in slower formats to understand, a lot of you guys who started playing competitively in 2016/17 aren't used to turtling like this; Iron Fist was the epitome of the meta at one point, and old Imperialist with 0 cost Militia was slow too when played competitively (do bare in mind we had different picks and more starting cash typically as well). Anyhow, a rework of some of the worse Buildings is necessary soon. Once a few of them are solved, you'll see this strategy blossom more; I would recommend the strategy stick around for more than a month, though.

but it's not that players from 16/17 don't know how to slow roll or turtle. its just that there are strats that outperform this one by a long shot in both aspects.

and there are strats that outperform HW by a long shot (Universali you have permission to shoot me for saying that ), there are strats that outperform RA, there are strats that outperform GW, there are strats that outperform SM...

etc.

that's why i said in those two aspects. hw, ra, gw and sm all have instances where they are useful. however, this strat is just all around weak and useless in any realistic scenario.

I enjoy this strategy but only for large maps. It's quite powerful when you playing Cuba 3k for example... Nice concept, would need a lot of work though. Buildings are currently too expensive, and this could be the solution maybe?